<div id="helpIndex">
<div id="helpTabs">
<ul><li><a href="#helpIndexComparing">Comparing Skaters</a></li>
<li><a href="#helpIndexPenalties">Penalties</a></li>
<li><a href="#helpIndexActionsErrors">Actions/Errors</a></li>
</ul>
<div id="helpIndexComparing"><div>
<h1>Comparing Skaters</h1>
<p>Comparing the results of two different skaters on the same team can be difficult, since there are lots of ways to compare them.  How many points
they help score (offensive), how many points were scored against them (defensive), etc...  We do this by breaking things up into a series of steps, ultimately
concluding with the mystical <b>VTAR +/- ppj</b>.  Here's what these all mean and how we get there...</p>
<p>Suppose jammer A scored 10 points in two jams, but during those two jams, the opponents scored 13 points.  
And suppose jammer B only skated once, scoring 3 points, and called off the jam before the opponents scored anything.  
And jammer C had a bad night - skated three times, never got any points, but at least called off the jams 
enough to be able to limit the opponents to only scoring 4 points.  So how do we compare these three jammers? 
(We'll assume the whole bout was only these 6 jams with a final score of 13 to 17)</p>
<table class="players tablesorter hiclickrow" style="width:auto;"><thead>        <tr><th>Player</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="">Total<br/>Jams</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="asjammer">Points<br/>+</th>
        <th class="asjammer">Points<br/>-</th>
</tr></thead><tbody>
<tr class="odd"><td class="playername">A</td><td class="majsep"> </td><td>2</td><td class="majsep"> </td><td>10</td><td>13</td></tr>
<tr class="even"><td class="playername">B</td><td class="majsep"> </td><td>1</td><td class="majsep"> </td><td>3</td><td>0</td></tr>
<tr class="odd"><td class="playername">C</td><td class="majsep"> </td><td>3</td><td class="majsep"> </td><td>0</td><td>4</td></tr>
<tr class="even"><td class="playername">Total</td><td class="majsep"> </td><td>6</td><td class="majsep"> </td><td>13</td><td>17</td></tr>
</tbody></table>
<p>First, you may say &quot;A scored 10 points, B only scored 3, C didn't score at all&quot;.  So A did better, right?</p>
<p>However, the number of points you score need to factor in what the opponents score - 
so we subtract the opponents points scored from ours - this is the <b>&quot;+/-&quot;</b>.  So we can say &quot;A had 10-13 = -3 points, 
B had 3 - 0 = +3 points, and C had 0 - 4 = -4 points&quot;.  Suddenly, B did better (+3 points), then A (-3) and then C (-4).
</p>
<table class="players tablesorter hiclickrow" style="width:auto;"><thead>        <tr><th>Player</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="">Total<br/>Jams</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="asjammer">Points<br/>+</th>
        <th class="asjammer">Points<br/>-</th>
        <th class="asjammer">Total<br/>+/-</th>
</tr></thead><tbody>
<tr class="odd"><td class="playername">A</td><td class="majsep"> </td><td>2</td><td class="majsep"> </td><td>10</td><td>13</td><td>-3</td></tr>
<tr class="even"><td class="playername">B</td><td class="majsep"> </td><td>1</td><td class="majsep"> </td><td>3</td><td>0</td><td>+3</td></tr>
<tr class="odd"><td class="playername">C</td><td class="majsep"> </td><td>3</td><td class="majsep"> </td><td>0</td><td>4</td><td>-4</td></tr>
<tr class="even"><td class="playername">Total</td><td class="majsep"> </td><td>6</td><td class="majsep"> </td><td>13</td><td>17</td><td> </td></tr>
</tbody></table>
<p>Hopefully you'll be saying &quot;But A skated in two jams and C skated in three - doesn't that factor in?&quot;  Thus the next step is to average them out to &quot;per jam&quot; (divide by the number of jams skated).  This gives us &quot;A had -1.5 ppj, B had 3 ppj, and C had -1.3 ppj&quot;</p>
<table class="players tablesorter hiclickrow" style="width:auto;"><thead>        <tr><th>Player</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="">Total<br/>Jams</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="asjammer">Points<br/>+</th>
        <th class="asjammer">Points<br/>-</th>
        <th class="asjammer">Total<br/>+/-</th>
        <th class="asjammer">AVG<br/>+/-</th>
</tr></thead><tbody>
<tr class="odd"><td class="playername">A</td><td class="majsep"> </td><td>2</td><td class="majsep"> </td><td>10</td><td>13</td><td>-3</td><td>-1.5</td></tr>
<tr class="even"><td class="playername">B</td><td class="majsep"> </td><td>1</td><td class="majsep"> </td><td>3</td><td>0</td><td>+3</td><td>3</td></tr>
<tr class="odd"><td class="playername">C</td><td class="majsep"> </td><td>3</td><td class="majsep"> </td><td>0</td><td>4</td><td>-4</td><td>-1.3</td></tr>
<tr class="even"><td class="playername">Total</td><td class="majsep"> </td><td>6</td><td class="majsep"> </td><td>13</td><td>17</td><td> </td><td> </td></tr>
</tbody></table>
Finally, we come to &quot;VTAR&quot;, which is &quot;versus team average rating&quot;.  This allows us to more easily compare skaters within the team and their opponents (and to some limited extent, even between teams in different bouts).  This is done by calculating an average of everybody (averaged across the jams).  
From our little example, this average works out to ((10 + 3 + 0) - (13 + 0 + 4)) / (2 + 1 + 3) = -0.67.  We then subtract that from each of the other ppj values giving us:

&quot;A has -0.83, B has 3.67, C has -0.63&quot; (note that since the team lost, this effectively raises everybody - if they won, it would effectively lower it, making comparison between the two teams more meaningful).
<p> </p>
<table class="players tablesorter hiclickrow" style="width:auto;"><thead>        <tr><th>Player</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="">Total<br/>Jams</th>
        <th class="majsep {sorter: false}"> </th>
        <th class="asjammer">Points<br/>+</th>
        <th class="asjammer">Points<br/>-</th>
        <th class="asjammer">Total<br/>+/-</th>
        <th class="asjammer">AVG<br/>+/-</th>
        <th class="asjammer">VTAR<br/>+/-</th>
</tr></thead><tbody>
<tr class="odd"><td class="playername">A</td><td class="majsep"> </td><td>2</td><td class="majsep"> </td><td>10</td><td>13</td><td>-3</td><td>-1.5</td><td>-0.83</td></tr>
<tr class="even"><td class="playername">B</td><td class="majsep"> </td><td>1</td><td class="majsep"> </td><td>3</td><td>0</td><td>+3</td><td>3</td><td>3.67</td></tr>
<tr class="odd"><td class="playername">C</td><td class="majsep"> </td><td>3</td><td class="majsep"> </td><td>0</td><td>4</td><td>-4</td><td>-1.3</td><td>-0.63</td></tr>
<tr class="even"><td class="playername">Total</td><td class="majsep"> </td><td>6</td><td class="majsep"> </td><td>13</td><td>17</td><td>-4</td><td>-0.67</td><td>0</td></tr>
</tbody></table>

<p>
So we have:
<table class="players" style="width:auto;"><tbody>
<tr class="odd">
<td>[Raw Points]</td><td class="majsep">=&gt;</td>
<td>[+/-]</td><td class="majsep">=&gt;</td>
<td>divide by the number of jams</td><td class="majsep">=&gt;</td>
<td>[+/- ppj]</td><td class="majsep">=&gt;</td>
<td>adjust versus team average rating</td><td class="majsep">=&gt;</td>
<td>[VTAR +/- ppj]</td><td class="majsep"> </td>
</tr>
</tbody></table>
So we now have an approach to see who had good nights and who had bad nights - if your &quot;VTAR +/-&quot; is high, you did better than the rest of
your team.  If it is low, you didn't.  <b>NB:</b> this results in &quot;grading on a curve&quot;, so not everybody can get a high positive value (for every high value there is a corresponding
low value).  So just because you got a low value here doesn't mean that you didn't skate well, just that your teammates skated better.</p>
<p>Also note that if you only skated one or two jams, and another teammate skated in ten, there is going to be more &quot;noise&quot; in your values, while
the other skater's values are going to more accurately reflect her performance.</p>
<p>Finally, if you have a low value, take a look at what factored into it.  If your + points were higher than your - points, then that still means that
you helped score more points than were scored on you (and if the team were made entirely of clones of yourself, the &quot;team of you&quot; would have probably
won).  Also look to see if a lower score is due to having a lower + points or a higher - points.  In the first case, this implies that
you may need to focus on being more offensive (in the good way, of course).  In the second case, work on being more defensive.
</p>

</div></div>


<div id="helpIndexPenalties"> <div>
        <p>A Penalty is a punishment, handicap, or loss of advantage imposed on a team or competitor for a rule infraction or a foul. Penalties are applied to both a skater and the position she is currently playing.</p>
<p>Penalties are broken down into four categories, based on their severity:</p>
<p><strong>No impact/No penalty</strong></p>
<blockquote>
<p>The action had no effect on the safety of the skaters or game. For example, an illegal hit that did not cause the receiving opposing skater to adjust her skating or position in any way.</p>
</blockquote>
<p><strong>Minor</strong></p>
<blockquote>
<p>The action had a minor impact on the safety of the skaters or the game. For example, an illegal hit that caused the receiving opposing skater to stumble slightly, but not fall down or impact her position.</p>
</blockquote>
<p><strong>Major</strong></p>
<blockquote>
<p>The action had a major impact on the game or the potential for injury of the skater. For example, an illegal hit that caused the receiving opposing skater to fall, go out of bounds, or lose position.</p>
</blockquote>
<p><strong>Expulsion</strong></p>
<blockquote>
<p>Egregious actions that have the potential for serious injury or other acts of unsports-lady-like conduct. For example, willful and/or reckless illegal contact, or gross insubordination.</p>
</blockquote>
<p>Penalties are abbreviated using a single character code, as shown below:
<table class="players" style="width:auto;"><thead><tr><th>Code</th><th>Penalty</th><th>Notes</th></tr></thead>
<tbody><tr class="odd"><td class="asjammer">4</td><td>Fourth Minor</td><td class="playername">Just code for the fourth minor</td></tr>
<tr class="even"><td class="asjammer">B</td><td>Back Block</td><td class="playername">Hitting an opponent in the back of the torso, back of the legs, or back of the booty is prohibited</td></tr>
<tr class="odd"><td class="asjammer">H</td><td>Block w/ Head</td><td class="playername">The head may not be used to block an opponent. Blocking with the head is dangerous for the initiator and the receiver</td></tr>
<tr class="even"><td class="asjammer">X</td><td>Cut Track</td><td class="playername">When out of bounds, skaters must re-enter the track without bettering their position in relation to other skaters.</td></tr>
<tr class="odd"><td class="asjammer">C</td><td>Direction of Play</td><td class="playername">Skaters must be skating and/or stepping in the counter-clockwise direction when executing a block or giving an assist</td></tr>
<tr class="even"><td class="asjammer">E</td><td>Elbows</td><td class="playername">When engaging another skater, elbows may not be swung with a forward/backward or upward or downward motion, or used to jab or hook</td></tr>
<tr class="odd"><td class="asjammer">F</td><td>Forearms</td><td class="playername">Forearms or hands may never be used to grab, hold, or push an opponent</td></tr>
<tr class="even"><td class="asjammer">A</td><td>High Block</td><td class="playername">Hitting an opponent above the shoulders is prohibited</td></tr>
<tr class="odd"><td class="asjammer">I</td><td>Illegal Procedure</td><td class="playername">Technical infractions that give the offending team an advantage but do not necessarily impact a specific opponent</td></tr>
<tr class="even"><td class="asjammer">L</td><td>Low Block</td><td class="playername">Skaters may not trip or intentionally fall in front of another skater</td></tr>
<tr class="odd"><td class="asjammer">M</td><td>Multi-Player Block</td><td class="playername">Skaters may not grab and hold each other’s uniform or equipment in a multi-player block (blocking or impeding an opponent )</td></tr>
<tr class="even"><td class="asjammer">O</td><td>Out of Bounds Block</td><td class="playername">Skaters must be in bounds when initiating a block and may not pick up momentum for a block until in bounds</td></tr>
<tr class="odd"><td class="asjammer">P</td><td>Out of Play Block</td><td class="playername">Out of play penalties are applied for actions occurring in front of and/or behind the legal Engagement Zone<br/> and for actions that illegally destroy the pack</td></tr>
<tr class="even"><td class="asjammer">S</td><td>Skate Out of Bounds</td><td class="playername">No part of the skater’s skate(s) may touch the ground outside the track boundary</td></tr>
<tr class="odd"><td class="asjammer">N</td><td>Insubordination</td><td class="playername">Insubordination is willfully failing to comply with a referee’s orders</td></tr>
<tr class="even"><td class="asjammer">G</td><td>(Gross) Misconduct</td><td class="playername">Misconduct always a major, Gross misconduct is explusion</td></tr>
</tbody>
</table>
</p>
</div></div>


<div id="helpIndexActionsErrors"> <div>
<h1>Theory of Actions/Errors</h1>
<p>While a wide variety of stats are generated in the normal course of a bout, they are all based around paperwork that
is needed to actually run the bout - tracking penalties, scores, lineup, etc...  This framework of paperwork contains
a large amount information, which is used to generate most of the stat pages.  However, there is another set of data based
on individual skater's actions (or 'misactions').  These are entirely optional for playing a bout - but they provide
an insight into how well the skaters are playing, based on specific maneuvers.</p>
<p>Actions/Error track is also handled separately from the rest of the bout paperwork collection.  There is
normally a separate stats team who watches the bout and records the appropriate actions and errors.  Since
this does not have a direct impact on game play, it can even be done after the bout while watching the bout
on video (assuming a high quality video, of course).</p>
<p>That is the purpose of &quot;actions&quot; and &quot;errors&quot;.  Actions are individual maneuvers that helps a skater's team win.  An error
is an individual maneuver that hurts a skater's team's chance to win.  A skater wants to have lots of actions and as few
as possible errors.  Moreover, actions and errors are based on blockers and how they interact with their and the opposing jammer.</p>
<h1>Offensive vs Defensive</h1>
<p>Actions are further divided into both offensive and defensive actions and errors.  Offensive
refers to interactions between a skater and her own jammer.  Defensive refers to interactions between a skater
and the jammer of the opposing team.  Errors, however, are just for places where a blocker fails to hinder
the opposing jammer.  There is then a corresponding block of special &quot;jammer actions&quot; which refer to the flip
side of those errors (i.e., recorded from the point of view of the jammer). Putting this all togther:
</p>
<h2>Offensive Actions</h2>
<p><i>Helps own Jammer (&quot;assist&quot;)</i></p>
<dl>
<dt>Offensive Blocks</dt><dd>Clears or defends a path for the jammer (via blocking), one per opponent affected.</dd>
<dt>Offensive Knockdowns</dt><dd>Clears or defends a path for the jammer (via knockdown), one per opponent affected.</dd>
<dt>Whips</dt><dd>Blocker whips Jammer</dd>
<dt>Pushes</dt><dd>Blocker pushes Jammer</dd>
<dt>Bulldozes</dt><dd>Blocker bulldozes Jammer</dd>
</dl>
<h2>Defensive Actions</h2>
<p><i>Hinders opposing Jammer (&quot;attack&quot;)</i></p>
<dl>
<dt>1/4 Track Block</dt><dd>Positional blocking/cumulative</dd>
<dt>Jammer Forceouts</dt><dd>Lean Jammer back in pack/out of position</dd>
<dt>Hits on Jammer</dt><dd>Stops forward progress, knocks back in pack or out</dd>
<dt>Jammer Knockdown</dt><dd>Hit knocks Jammer to the ground (at least one knee)</dd>
<dt>BLock Assists</dt><dd>Helping a teammate into the Jammer resulting in Defensive Manuever</dd>
</dl>
<h2>Errors</h2>
<p><i>Fails to hinder opposing Jammer</i></p>
<dl>
<dt>Juked</dt><dd>Skater is faked out by the Jammer, causing them to lose positional advantage or miss a hit</dd>
<dt>Missed Hit</dt><dd>When a skater misses a Hit on Jammer (no juke)</dd>
<dt>Ineffective Hit</dt><dd>Hit lands, but does not result in Hit on Jammer, ForceOut or Jammer Knockdown</dd>
<dt>Hit &amp; Fall</dt><dd>Skater lands hit (may be ineffective) but falls as a result</dd>
<dt>Knocked Down</dt><dd>Skater is knocked down</dd>
</dl>
<h2>Jammer Actions</h2>
<dl>
<dt>Offensive Blocks Assists</dt><dd>Assist a teammate into an Offensive Block</dd>
<dt>Juke</dt><dd>Fake out, allows Jammer to gain positional advantage or dodge</dd>
<dt>Jump</dt><dd>Jammer jumps past skater or cross track</dd>
<dt>Rolloff</dt><dd>Roll off of opposing blocker</dd>
<dt>Hip Whip</dt><dd>Jammer self-whip off teammate</dd>
</dl>
</div></div></div></div>
